creating a village builder

millzy

Ultra Cool Member
Reaction score
44
I want to create an village builder but need help triggering the features in village builder maps such as

-when you claim a base by entering a regen in the base you can see the whole base the fog(or whatever its called) is removed for that player also when the player loses the base the view of it is lost

-gates you can create vertical and horizontil(spelt wrong i know) gates and you can open and close them

-when your king dies you are defeated (i dunno how to do this as for your king is not preplaced)

-Custom names

-and others i cant think of at the moment


for those who have not played village builder you build your base build your army and kill the other players kings

im also looking for suggestions from use on any more features
 

LightChaosma

New Member
Reaction score
60
when you either enter a base, make the owner of that base treat u as an ally with shared vision, or give all the units in that region to the entering player.

for the king:
trigger 1:
event:
a unit enteres playable map area
condition
unit-type of entering unit is equal to king
actions
set king[player number of(owner of entering unit)] = entering unit



trigger 2:
event
a unit dies
condition

actions
for each integer A from 1 to 12 do multiple actions
if
(triggering unit) is equal to king[integer A]
then
game - defeat player(integer A) with message m....
 

azareus

And you know it.
Reaction score
63
Custom names:
Trigger:
  • Custom names
    • Events
      • Player - Player 1 (Red) types a chat message containing -name as A substring
      • Player - Player 2 (Blue) types a chat message containing -name as A substring
      • Player - Player 3 (Teal) types a chat message containing -name as A substring
      • ---- Just go on here depending of how many players you have. ----
    • Conditions
    • Actions
      • Player - Set name of (Triggering player) to (Substring((Entered chat string), 6, 999))
 

HydraRancher

Truth begins in lies
Reaction score
197
Custom names:
Trigger:
  • Custom names
    • Events
      • Player - Player 1 (Red) types a chat message containing -name as A substring
      • Player - Player 2 (Blue) types a chat message containing -name as A substring
      • Player - Player 3 (Teal) types a chat message containing -name as A substring
      • ---- Just go on here depending of how many players you have. ----
    • Conditions
    • Actions
      • Player - Set name of (Triggering player) to (Substring((Entered chat string), 6, 999))

Why not do:
Trigger:
  • Custom names
    • Events
      • Player - Player 1 (Red) types a chat message containing -name as A substring
      • Player - Player 2 (Blue) types a chat message containing -name as A substring
      • Player - Player 3 (Teal) types a chat message containing -name as A substring
      • ---- Just go on here depending of how many players you have. ----
    • Conditions
    • Actions
      • Player - Set name of (Triggering player) to (Substring((Entered chat string), 6, String(Length of (Entered Chat String))))
 

Joccaren

You can change this now in User CP.
Reaction score
54
because its quicker and easier to type 999 than go through the GUI menus to find 'length of enterred chat string'?
 

LightChaosma

New Member
Reaction score
60
and its easier for the cpu, but rather type 50 instead of 999. since the cpu wont have to figure out what the string length was
 

millzy

Ultra Cool Member
Reaction score
44
when you either enter a base, make the owner of that base treat u as an ally with shared vision, or give all the units in that region to the entering player.

it wont work there are no units in the bases there just empty terrain for the players to build at

also wont the integer A go though all players and defeat them all when a king dies

trigger 2:
event
a unit dies
condition

actions
for each integer A from 1 to 12 do multiple actions
if
(triggering unit) is equal to king[integer A]
then
game - defeat player(integer A) with message m....
 

LightChaosma

New Member
Reaction score
60
no. what it does is the following. it firsts checks if the killed unit is the king of player 1. if it is, player 1 is defeated.
then it checks if the kileld unit is player 2's king, if it is...

if it isnt that unit, it wont defeat him
 

LightChaosma

New Member
Reaction score
60
what are the conditions to lsoe the base? someone else enteres it? all units within region dea"d? or somthing else?
 

millzy

Ultra Cool Member
Reaction score
44
when another player claims the base

to claim a base one of your units have to enter a circle of power in the base
 

Joccaren

You can change this now in User CP.
Reaction score
54
if you are using a visibility modifier region, you could just remove the modifyer region for the captured base then re-create it for the capturer.
 

Joccaren

You can change this now in User CP.
Reaction score
54
If you are using a visibility modifier region to give the owner of that base visibility over the bases region, set the region to a variable. Do this for each region. When a regions base is captured, destroy the corresponding visibility modifier and create a new one for the capturing player before setting it to the variable.
 
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